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Update + FixedUpdate ?

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Hi,

Is it worth to have two virtual Update and FixedUpdate or only have the Update using fixed time step is enough ?

Any situation where both is a good option ?

Thanks

Edited by Alundra

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I would use both, gfx related logic fits better with a per frame update.
i.e you probably want to update your camera transform based on input every frame even if the players character only updates at a fixed rate.

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I see no general problem since it really depends what you're updating per frame. For instance, my camera's view matrix is updated once per frame and not per tick (since it and the projection matrix are the ones that get uploaded into the GPU just before a render call).

But I update my camera orientation/world transform per game logical tick/update, though; assuming a camera is an normal game entity. Edited by Irlan Robson

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